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Uly Lalunio

The Dark Side of Collaboration in Scientific Community - WSJ.com - 0 views

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    Very disturbing findings. Here's a quick excerpt: "There is still debate over whether scientific collaboration leads to better results. Jonathon Cummings, an associate professor of management at Duke University, and his colleagues got a grant from the National Science Foundation to look at 491 research collaborations funded by the foundation. They discovered something unsettling: Collaborations of more universities fared worse than projects primarily executed at a single university. More collaborators meant fewer patent applications, fewer published papers, and less chance of the group seeking additional funding to keep projects going." "Dr. Cummings says it appears that the amount of coordination required to make progress on research-everything from setting up meetings to integrating knowledge among group members-outweighed the potential benefits of collaboration. In the wake of the study, he says, the science foundation now requires grant applicants for some programs to detail how they expect to manage the collaboration."
Chris McEnroe

Study touts benefits of a 'wired' classroom - 1 views

  •  Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom? File photo.Photograph by: CHARLES PLATIAU , ReutersMONTREAL — Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom?"There have been lots of arguments, both pro and con, regarding this issue, (such as) is it worth the investment?" said professor Richard Schmid, chairman of the education department at the Montreal-based Concordia.Their literature review involved looking at thousands of studies and comparing achievement in classrooms that used computer technology with those that used little or none.The 40-year retrospective study, published in the Review of Educational Research journal, concluded that classrooms where computer technology was used to support teaching had a "small to moderate positive" effect on learning and attitude.If an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older
  • f an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older applications, he sai
  • under what circumstances positive effects are observed
  • ...2 more annotations...
  • he technology is used solely as a content provider — for example, if iPads are used as alternatives to books — then there won't be any positive change,
  • Where technology does have a positive impact is when it actively engages students, when it's used as a communication tool, when it's used for things like simulations or games that enable students to actively manipulate the environment
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    Report on a study whose findings support not just technology in the classroom as a wise investment, but support it only if used in particular ways.
Malik Hussain

http://www.goodgamesbydesign.com/Files/CreatingFlowMotivationFun_MurphyEtAl_2011.pdf - 1 views

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    An application-oriented paper that explores designing effective learning games through the use of Flow, Motivation and Fun.
Stephanie Fitzgerald

Glory, A History Board Game - Kickstarter - 0 views

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    This Kickstarter project aims to fund a standards-aligned history board game that engages students. The free companion web application will track students' progress, allowing for differentiated instruction while making the game "fun to play again and again: as players answer question cards, they earn badges and can unlock new careers and powers. The game becomes a story, a competition, and a World History simulation with limitless possibilities."
Chris McEnroe

Technology alone won't solve education challenge | Wichita Eagle - 0 views

    • Chris McEnroe
       
      Was this guy in 545?
  • new phase of Aspire, we’ll take a “socially innovative” approach that goes beyond traditional philanthropy, engaging people and technology to create new and different solutions to social problems.
  • new Aspire will also leverage technology to connect with students in new and more effective ways. And you can expect to see a particular emphasis on gamification (using game techniques to teach students math, science and other applications), mobile applications, video and social media – the communications environments in which many of today’s students are most comfortable – to instill a new level of excitement into learning.
Jerald Cole

MERLOT - 0 views

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    This is one of the premier resource sites containing links to rich media for educational applications. I have yet to see the notion of games or simulations mentioned in the literature as a rich media source, or "learning object" for curriculum integration.
Tracy Cordner

.:CivWorld:. - 0 views

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    Application of popular game "Civilization" to educational context. A good mashup of motivation and education!
Uly Lalunio

Doctors diagnose the iPad's usefulness: vital signs looking good | Technology | Los Ang... - 1 views

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    Another iPad application potential - digital medical records.
Maurice Joyce

Virtual Patient App - 3 views

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    Virtual Patient App that is being presented at the HGSE Social Innovation competition. It was developed at HMS and is described in the video as a "game" for patient diagnosis and treatment. I downloaded the app and am not so sure I consider it a "game" but found it to be a good tool at developing differential diagnoses and treatment strategies. It also says the app is applicable for med students, residents and attending physicians (in addition to other healthcare professionals), though I don't know if attending physicians would find it very useful.
Kasthuri Gopalaratnam

BHS Students Lend Hand at Polls with iPads - Burlington, MA Patch - 0 views

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    A nice application of iPads in the community.
Allison Browne

Chip Kidd: Designing books is no laughing matter. OK, it is. | Video on TED.com - 0 views

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    TED Talks Chip Kidd doesn't judge books by their cover, he creates covers that embody the book -- and he does it with a wicked sense of humor. In one of the funniest talks from TED2012, he shows the art and deep thought of his cover designs. This video is entertaining and picks up the content at 8:30. Kidd is an expert at grabbing someone's attention in a glance. Intriguing applications.
Chris McEnroe

Clemson Newsroom - 1 views

  • Senior higher education executives announced Wednesday they will use the nation’s fastest coast-to-coast network to implement new technologies that support scientific “Big Data” and cloud applications to drive innovation in global collaborative research.
  • Software Defined Networking (SDN) and OpenFlow standards
  • By connecting to Internet2’s 100 Gigabit per second platform, Ohio's and the other organizations' ability to analyze this data and collaborate globally increases exponentially.”
Chris Mosier

What Makes Social Games Social? - 0 views

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    Detailed examination of the axis that promote/discourage collaborative play (Synchronous vs. Asynchronous player interaction, Symmetrical vs. Asymmetrical relationship formation & Strong Tie vs. Loose Tie relationship evolution). The article provides examples of each axis in practice. Interesting application of SDT's "relatedness" in a gaming context.
Chris McEnroe

Open Wonderland to be used as catalyst for African education - Hypergrid Business - 1 views

  • We need technologies that are simple to teach and learn for both teachers and students alike.
  • interactive and fun to encourage their interest
  • 3D virtual world technology as a catalyst
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  • 3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
  • real-time collaboration across geographical distance,
  •  Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
  • immersive audio
  • share live desktop application
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    Using open source Virtual World software to intentionally disrupt an education system. A bold vision and I think an opportunity for bold research.
Tracy Tan

History in Leeds, then maths in California; The internet has opened up a huge new world... - 0 views

(Restricted access article, so I'm posting it here.) I found what was said about 'engaging online learning experiences' very insightful: "It must be a well ordered, curated experience that underst...

online learning curating

started by Tracy Tan on 27 Mar 12 no follow-up yet
pradeepg

Microsoft in education featured video - 0 views

shared by pradeepg on 29 Mar 12 - No Cached
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    This ~3min video is a description of how a school integrates the use of games (eg. guitar hero) into their curriculum. It utilizes this game as a starting point for multiple explorations in music. I am very unsure of the value of incorporating the game. Any thoughts ?
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    I'm not sure how I feel about the commercial aspect of this... it feels a bit like a marketing tool for Guitar Hero. But, I do think that it sounds like they're doing interesting things with the surrounding curriculum. When I was in grade school I remember participating in a special unit on the Oregon Trail where we did related activities in every subject: managing our money and supplies in math class, learning about atmospheric conditions/obstacles in science class, and negotiating through historically-situated group decisions in social studies. I found this particular unit so much more engaging than everyday coursework, as I was able to both employ my imagination and see real-world application for skills that I was building. The Microsoft program stuck me as a 21st century adaptation of this (albeit grounded in a commercial product), where students were building various skill sets across subjects that were all tied together by a common narrative.
Kasthuri Gopalaratnam

Kinect Effect Reaches Into Hospitals, Senior Centers - 2 views

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    A serious and life-saving application of Kinect
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    That's so cool! I love how it aids in rehabilitation, but it also gives senior citizens a chance to play games that they physically can't really do anymore.
Ryan Brown

EducationUSA's "Your Five Steps to U.S. Study" Facebook app - 0 views

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    EducationUSA just released a virtual simulation on their Facebook page. They state that it is the "World's first game-based adventure for international students to learn about opportunities in the United States of America." A short YouTube video is linked below. I would love to get your thoughts on this application. Can creating an avatar effectively teach (and prepare) international students for the U.S. college experience? http://www.youtube.com/watch?v=_Fj01uSj4L4&feature=youtu.be
Tracy Cordner

ResulTechSchModel_v3.pdf (application/pdf Object) - 0 views

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    A model for engagement in classrooms created by an initiative in Maine.
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